Autor Wątek: Ultra/Super i ch*j wie co jeszcze Street Fighter IV  (Przeczytany 128440 razy)

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johnny23

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« Odpowiedź #160 dnia: Lutego 19, 2010, 06:21:29 am »
Nowiutki trailer. :)


Ekipa z 3rd strike prezentuje się świetnie.

adriano

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« Odpowiedź #161 dnia: Lutego 19, 2010, 07:41:47 am »
Gdyby ten Tekken tak nie ssał to też bym się zastanawiał, ale niestety trzeba będzie wyjąć 200 pesos z portfela.

Może i T6 ssie, ale w temacie wspólnej gry ze znajomymi, którzy w dupie mają systemowe zawiłości - jest nie do pobicia. W starego T5DR można grać tak godzinami, SF4 nuży całe towarzystwo po 2-3 walkach, bo w nim by cokolwiek zrobić trzeba znać ciosy...

aphelion

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« Odpowiedź #162 dnia: Lutego 19, 2010, 08:02:41 am »
Przeca sf ma 2 ciosy na krzyż.
Thou know'st 'tis common: all that lives must die, Passing through nature to eternity.

Mr_Zombie

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« Odpowiedź #163 dnia: Lutego 19, 2010, 09:26:11 am »
A większość ciosów (dla postaci, które nie mają w stylu: trzymaj 2s i puść) sprowadza się do ćwierćkółek, p,d,p + cośtam, t,d,t + cośtam, więc nawet waląc w pada na chama można większość odkryć :P.
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is a maniac serial killer that knows where you live.

s00s

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« Odpowiedź #164 dnia: Lutego 19, 2010, 09:54:42 am »
ja tam polecam zajrzec do menu i po prostu obadać listę ciosów;)

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« Odpowiedź #165 dnia: Lutego 19, 2010, 17:31:34 pm »
Sam system został uproszczony do granic ludzkich możliwości, więc każdy laik po pięciu minutach spokojnie zapozna się ze wszystkim. Jedyną rzeczą, którą trzeba potrenować w tej części jest ex focus cancel, który również da się bardzo dobrze przyswoić w godzinkę czasu. A jeżeli chodzi o manual, to uważam, że nawet orangutan mógłby z powodzeniem pograć.

s00s

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« Odpowiedź #166 dnia: Lutego 19, 2010, 17:38:06 pm »
ja tam nie wiem czy w godzinkę ten cały FADC (tak to się chyba nazywa) da się opanować. szczególnie na padzie.

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« Odpowiedź #167 dnia: Lutego 19, 2010, 17:42:10 pm »
Tak pełna nazwa to EX-Focus Dash Cancel. Na padzie od X360 nie da się grać w żadną bijatykę, niestety smutne to ale, chcąc pograć trzeba wydać co najmniej 200zł na jakiś szmelc od Hori.

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« Odpowiedź #168 dnia: Lutego 19, 2010, 17:43:54 pm »
no ja bym coś poogarniał, ale gałkę mam już rozregulowaną w padzie i poważnie zaczynam myśleć o jakimś arcade sticku. jakieś propozycje patosław, ale nie za 600 zł? :P

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« Odpowiedź #169 dnia: Lutego 19, 2010, 17:49:06 pm »
Zależy do jakiej kwoty, znajomy ma na sprzedaż to cacko: http://img713.imageshack.us/img713/2350/dscn1372lw.jpg i życzy sobie za nie 400zł z wliczoną wysyłką. Musisz mi też powiedzieć jak wygląda sprawa z graniem, ile czasu w tygodniu średnio poświęcasz, a myśle, że coś wymyślimy.

Stick powyżej to gałka Seimitsu LS-32, przyciski Seimitsu PS-14-gn, PCB zapewne z oryginalnego pada, o trwałość możesz być spokojny Semitsu to Semitsu, swoista gwarancja jakości, a o jakość wykonania również bo znam gościa, który ten stick robił.
« Ostatnia zmiana: Lutego 19, 2010, 17:53:21 pm wysłana przez Patosław »

s00s

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« Odpowiedź #170 dnia: Lutego 19, 2010, 17:53:09 pm »
zależy od gierki. ostatnio czasu mam aż nadto, także łupie. me2 skończyłem w 5 dni, bayonette w 1,5 (teraz przechodzę jeszcze raz). a kwota to wiesz, interesuje mnie najlepszy stosunek cena/jakość.

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« Odpowiedź #171 dnia: Lutego 19, 2010, 18:04:28 pm »
Wysłałem Ci PW.

Wooyek

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« Odpowiedź #172 dnia: Lutego 19, 2010, 18:06:37 pm »
Ja tam osobiście mam tego oficjalnego i sobie bardzo chwalę oraz polecam :angel:

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« Odpowiedź #173 dnia: Lutego 19, 2010, 18:09:27 pm »
Ale jego poniżej pięciu baniek też dość ciężko upolować  ;-)

Wooyek

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« Odpowiedź #175 dnia: Lutego 19, 2010, 18:14:48 pm »
Cena adekwatna do jakości, nawet można powiedzieć, że tanio jak barszcz.

Sylvan Wielki

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« Odpowiedź #176 dnia: Lutego 19, 2010, 23:07:21 pm »
Przeca sf ma 2 ciosy na krzyż.
Niektórzy nawet 4 nie mają - vide Guile.

Ekipa z SF III prezentuje się zabójczo. Cudowne SC. Dudley to coś niesamowitego. Jak A-n nie wróci w wielkim stylu z nią, to całą premię kwartalną przeleję na konto administratora i zastępcy , by coś z tym zrobili  8) *


A-n taki, żart, ale już odkładaj zamiast na n-tego FPS ;)

Popa

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« Odpowiedź #177 dnia: Marca 10, 2010, 10:48:03 am »
  Hakan vs Juri :)

aphelion

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« Odpowiedź #178 dnia: Marca 10, 2010, 12:23:57 pm »
I pomyśleć, że niektórym przeszkadza panda w T6...
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Kyokushinman

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« Odpowiedź #179 dnia: Marca 10, 2010, 12:44:13 pm »
Swietna postać!Capcom wie jak sie robi ciekawe nowe postacie,Namco niestety nie :(.

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« Odpowiedź #180 dnia: Marca 10, 2010, 17:53:47 pm »
Hakan to jakieś pierdolone nieporozumienie. Widać że Dan nie będzie już jedynym pajacem.

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Ryu - Ryu's medium and hard dragon punches hit twice now. Damage is down on it, but if you FADC, you only get one hit from it, so damage is down even farther. Trades to ultra from DP are gone, and most trades into ultra from SF4 are gone, but not all. Puts you in a floaty state, and you cant combo afterwards.

Ken - He is not looking good. They didnt give him much. He cannot FADC to Ultra2 normally. He didnt get crazy kicks from previous SF games. They slightly improved his fireball.

Chun li - She got 'infinitely better'. U2 combos easily all day. The upkicks target combo goes into U2, as well as EX legs anywhere on the screen. Its very dangerous. U2 gets all 20 hits every time, if it whiffs for a while and you get hit by the very end of it, you still take the full damage.

Guile - He seems to have been given nothing. Sonic Hurricane, his U2 is not good. Super into U2 is the only known combo into it. Down+Taunt puts on glasses, but doesnt give him any buffs or advantages.

Zangief - Very similar. He could lariat trade into U2 in earlier builds, but he cannot anymore. Rufus and tall characters can block his lariat low and punish with a crouching RH.

Rose - She can juggle off soul reflect into air throw or U1 or ex fireball. U2 is very good. Can corner juggle into orbs. Each orb can hit once before it dissipates, including on block. They do about 20% damage each on full ultra. Wiz noted that he needs to check what happens when projectiles hit them. When the orbs activate, there is a delay before you can do special moves again, including throw. They delay felt like 3-4 seconds. Orbs cross up very easy. Rose seemed powerful.

Blanka - Seemed the same, new ultra isnt that great, can get thrown out of it.

Honda - Noticed no changes, cant jump on reaction to U2.

Dhalsim - He seemed the same. U2 hit box is prttty small. Super hard to hit.

Balrog - U2 jumpable on reaction to activation. His U2 is bad, it has terrible range. Seemed too hard to land to be worth giving up U1.

Vega - Seemed the same. His Claw stays on a lot longer now, though. Ex dive off the wall doesnt go through opponent anymore.

Sagat - He does marginal less damage overall. Scar-uppercut does double damage, nothing more. If you do scar move, you cant do it again until you uppercut, but you can store the powered up state the entire round if you want. forward + RH still juggle state.

Bison - J.Strong into U2 works. Its not a charge motion so its very handy. U2 is a blockable stomp attack, and it can crossup! It hits hard, too! No known nerfs.

Rufus - Ex messiah kick is not as good, but still good. A few frames less on invincibility, and less damage. EX snake strike damage is way down. U2 doesnt seem to combo well. U2 is good anticrossup or antiair, but thats about it. Has to work for wins now

Fuerte - Fuertes normals are all faster now. U2 is extremely good.

Viper - No notable changes. She can U2 off EX seismo if you are fast. The recovery from U2 is ok. Rumors of mp thunder nerf are untrue or reversed, if its slower its only a frame or two.

Abel - He has a faster c.hk. U2 cant combo but its fast and has armor if you hold the button, it looks to be very good.

Guy - Feels slow. Has cool chain combos into super. EX spin kick is vertical. EX shoulder is his best move, super fast.

Cammy - Cannon drill 'got a little better'. Uppercut damage nerfed pretty hard. U2 is terrible. U2 can be broken by using breaker.

Fei - Changes not apparent. Counter ultra can be broken by a breaker.

Gouken - No known nerfs. U2 still blockable, but backthrow into 5 hits of it into wallbounce into more fun works.

Sakura - Her crossup j.mk is back. Very good crossup. Makes her feel more like sakura again. U2 is the best choice. Its two ultras in one, okay damage, easy to combo, can aim it up or forward. EX hurricane to ultra is simple as hell.

Dan - Dan is secretly way better now, he got what he needed. Uppercut fadc U2 is strong. His fireball goes 60% of the screen now. The rest seems untouched, but this is 'all he needed' to be a contender.

Akuma - no known nerfs. Many of the nerfs from earlier builds were reverted. Infinite is gone, but you can still combo after s.hk. Jab cannot link to HK anymore, so you cant loop it. Lv2 focus into new ultra wiffs, but works from Lv3 focus. EX airfireball into U2 works.

Gen - Only nerfs found so far, no chain combos, no mk .kick to hands at all. ex wall dive lost some invincibility.

Seth - Everything is the same, except his focus attack takes longer to hit lv2 now. Its not very good. U2 can combo anywhere you could combo stomps and does good damage.

Juri - Kara throw is good with HP. Wiz could only find a 5 hit Custom Combo in U1 mode without FADC. U1 mode is really long in duration. EX wheelkick seems nearly instant startup. Hitpoints seemed close to Ibuki's, but it was hard to tell.

T.Hawk - Hawkdive is his armor breaker. Hawk Upper cannot be FADCed at all, ever, at any point. U2 is bad, very very hard to hit. Feels slower than Zangief but stronger. His normals are very good.

Adon - He seems very weak. Both ultras are hard to use. Jaguar Tooth and Jaguar Kick are both unsafe on block. Air Jag-kick might be safe. EX jag kick is safe. Has a very good overhead though, one of the best.

Deejay - He seems decent. Nothing too bad, nothing too good. Reminds you of ST in that way.

Cody - He can only FADC tornado on first hit and the tornado wont come out. He cannot combo ultra after it. Has 3 levels of charge on his Zonk Knuckle, and its really really good and annoying. He says BINGO everytime he does it. You can combo into Zonk. HK ruffian is good.

Dudley - Not much to add to JWong's video, but he is probably #1 in the game.

Makoto - EX grab has 1 hit of armor! Outside of this, nothing to add to JWong's video.

Ibuki - Slide does not go under fireballs, air knife doesnt cancel out fireballs.

Hakan - Seems OK at first. Looks like hellboy red and is kinda fat. Has spiky hair. Has a 360 move where he puts you in his arms and sqeezes you out with oil slicked body. you fly across the screen at a 45 degree angle. He can slide along the ground face first and hit punch during for a followup (only when oiled up). Has an air grab where he belly flops. DP+K puts on more oil.
He takes out both hands and dumps oil on himself and it looks funny. He then glows white. When he has oil, he is 200% better. putting oil on takes half a second, and its duration based. EX oil lasts a long time. In non-oil mode, he is like gief. When he is in Oil Mode, he can chain everything, like c.lk x4 into mp. Moves in oil mode have more range, including 360. Front and backdash are better in oil mode too. All of his pokes have neutral and toward versions. Has a 'trap' ultra, where he lays down, and if you step on him, he grabs you. You cannot touch him at all, even if not attacking. You slip on his stomach like its ice. Then he 69s you as you slide along the ground and you fly out his buttocks.

The 2nd ultra is comedy as well. 720 motion, throws you up in the air and you board the OIL COASTER. You ride him going around his body till you are ejected into a wall at the end.

His super is double fireball with kick. Its a leaping grab thats crouchable, like Alex DDT he leaps at you.

Info ukradłem z SRK

Sylvan Wielki

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« Odpowiedź #181 dnia: Marca 10, 2010, 18:33:50 pm »
Już o tym wiedzą  8)

Oj chyba Ryu top tierem nie będzie :


 :grin:

Wyszedł by już ten SF. Bak obecnie dobrego, nowego mordobicia.

aphelion

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« Odpowiedź #182 dnia: Marca 11, 2010, 00:05:44 am »
Swietna postać!Capcom wie jak sie robi ciekawe nowe postacie,Namco niestety nie :(.
:lol:
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« Odpowiedź #184 dnia: Marca 19, 2010, 18:00:24 pm »
Ja i tak bede miał taniej ;).

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« Odpowiedź #185 dnia: Marca 19, 2010, 18:21:56 pm »
Jest Angielski sklep z którego sprowadzenie Gry + gratis koszulka wychodzi za 115zł. Ale jeżeli komuś nie chce się bawić w sprowadzanie to jest chyba najlepsza oferta.

Sylvan Wielki

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« Odpowiedź #186 dnia: Marca 20, 2010, 10:50:51 am »
Maj zatem pod szyldem SSFIV. Bardzo ładnie.

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« Odpowiedź #187 dnia: Marca 20, 2010, 20:52:19 pm »
Super Street Fighter IV ‘Dojo Edition’ revealed
http://www.thelostgamer.com/2010/03/20/super-street-fighter-iv-dojo-edition-revealed/

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The North American Capcom Store has recently listed  a Super Street Fighter IV ‘Dojo Edition,’ which is sure to be of interest to all fans of the acclaimed beat ‘em up series.

This is essentially a Collector Edition and is set to contain items such as a Gym Bag, T-Shirt, and a 1GB USB Stick that hosts a range of artwork.

Full contents include:

    * Super Street Fighter® IV
    * Super Street Fighter® IV Dojo Edition Gym Bag
    * T-shirt featuring Dudley tossing his rose
    * 24 oz aluminum water bottle with carabiner (BPA free) featuring Ibuki
    * Super Street Fighter® IV Dojo Edition head band
    * 1 GB USB drive featuring Juri and containing character art, wallpapers, comics and more


Sylvan Wielki

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« Odpowiedź #188 dnia: Marca 21, 2010, 22:27:55 pm »
Ja się piszę na torbę. + 4 do lansu wśród graczy.  8)

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« Odpowiedź #189 dnia: Marca 25, 2010, 15:59:54 pm »
Japanese Ibuki Guy Cody Animated Trailer

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« Odpowiedź #190 dnia: Marca 25, 2010, 16:28:32 pm »

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« Odpowiedź #191 dnia: Marca 25, 2010, 17:14:19 pm »
Całkiem fajne te intro.
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« Odpowiedź #192 dnia: Marca 25, 2010, 17:25:25 pm »
Nie jest źle, ale mogli Makoto pokazać.

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« Odpowiedź #193 dnia: Marca 28, 2010, 19:24:15 pm »
Makoto vs Juri


Ibuki vs Juri


Oraz kanał YouTube na którym znajdziemy inne walki z udziałem Juri, Adona i Codyego w HD :). Pewnie inne postacie też z czasem doda.
http://www.youtube.com/user/JuriHDRemix

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« Odpowiedź #194 dnia: Marca 31, 2010, 08:24:58 am »


Słabiutka ta okładka...

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« Odpowiedź #195 dnia: Marca 31, 2010, 11:50:37 am »
Wpis, to już zwykłej wersji była fajniejsza.

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« Odpowiedź #196 dnia: Marca 31, 2010, 21:43:31 pm »
Nowy trailer.


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« Odpowiedź #197 dnia: Kwietnia 01, 2010, 01:27:08 am »
Heh fajuśny. Swoją drogą utwór pod koniec zwiastuna, pomimo tylu lat na karku, jest nadal świetny.
Thou know'st 'tis common: all that lives must die, Passing through nature to eternity.

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Odp: Super Street Fighter IV
« Odpowiedź #198 dnia: Kwietnia 03, 2010, 15:48:43 pm »
Cytuj
Character changes and impressions

Abel:
New Ultra 2 is good, great for messing with fireball characters, plus it has Super Armor. Can be delayed and Canceled into. It's a grab and moves about as or slightly faster than his old Ultra. Can't combo like his Ultra 1 though. Probably still in the same tier rank as before (mid high). Comments that overall the balance is much better in SSFIV.

Adon:
Is geared towards being more newcomer friendly. Doesn't really have a lot of tools, a lot of 50-50s but the consensus is that once the matchup is understood he shouldn't be a character we'll see a lot in tourneys.

Akuma:
Is pretty much this games S-Tier. Exactly the same except loop isn't gone, just much more strict. Fewer hits will land and can only seem to pull it off 2/10 times. Fireball does far less damage. Standing Hard Kick's has been damage nerfed too.

Balrog:
Some of the changes seem to make no sense because they pretty much changed nothing at all. Because of all the nerfs his matchup against Sagat is now probably 5-5. Generally a lot of his bad matchups got better and his good ones might have gotten better. Talks of top 5 (Note: there seems to be a lot of people in the top 5) Ultra 2 is completely useless. No range, slow, pointless.

Blanka:
Virtually unchanged. Still highly dependent on shenanigans and people not knowing the match up.

Cammy:
Ultra 2 (counter move) is a joke. Ultra 1 is still the best. Cammy has a lot of potential, has been improved a lot. Will probably see her in tourneys more.

Chun-Li:
Ultra 2 (Super Fireball) is insane. Can be landed from a lot of different situations. Top character for sure. EX-Lightning Legs into Ultra 2 combo does a lot of damage. Other than this Chun-Li hasn't changed otherwise. Because of U2 she has gotten much much better and is probably in the top. Ultra 2 isn't a charge move, but a motion command.

Cody:
Absolutely fantastic character. When Hell first played Cody he approached it like he was playing Alpha 3 but kept losing. The "Bingo" (Zonk Knuckle) move, hold down punch for a few seconds and let go. Seems to beat a lot of moves clean, combos, and then setups Ultra opportunities. It seems to be the move with most invulnerability. It seems to actually beat Zangief's Lariats. Bad Stone is a really powerful projectile. It's fast, almost no recovery, you can feint, you can delay it. He has a lot of really good normals, has some really damaging combos. General consensus is that he's a top tier, probably in top 5. Seems to place behind Ibuki and Dudley. Will probably be the new Ken online. Knife: 4 Light Punch link takes off 125 damage. Triples the range of his normals, chips and increases priority.

C. Viper:
Almost nothing has changed. The main difference is she won't die as quickly to Sagat and others due to damage nerf. Ultra 2 is matchup dependent, mostly to counter anti airs like Shoryukens, to keep shotokan characters from spamming anti airs. Hard Punch, Super Jump Cancel, Hard Punch into Ultra 2 seems to work, but not very damaging. Seems to be nearing top 10, some say top 5.

Dan:
No longer the worst character. Has a FADC combo that does 450. His Fireball has much better range. The Dan Kicks have some uses (like it crosses up for example).

Dee Jay:
Seems like he's a good Guile. Solid, not likely to have any really bad match ups. Has the tools to deal with most characters. He has good normals, good Ultras. Being a charge character is holding him back a bit (joke about motion characters having an advantage in Street Fighter 4) but otherwise he will essentially be what Guile should have been. The crumple stun off of his kicks were removed. It was completely broken. Now he's pretty average but solid.

Dhalsim:
Ultra 2 is a grab. Still kind of bad. Didn't get the changes he needed.

Dudley:
Is close to being the best character in the game but not quite. Has insane wakeup game, great tools. His overhead is the best in the game. His damage output rivals Sagat's in Street Fighter 4. All of his specials are good. His Focus Attack is one of the fastest in the game. His Shoryuken (Jet Uppercut) is strange, and probably his weakest move. Normals have very little range (compared to Balrog). His Light Punch does seem to have good range and very fast. If he gets in he will destroy you but might have difficulty doing it. Akuma's keep away and escape ability might give him a lot of trouble. Akuma and Ryu might be bad matchups. Based on this he might be in the top 5. In the corner good luck getting away from him. Not only is his overhead good but he can actually combo from it, including a Link into Crouching Hard Kick! Lots of back and forth about his character not being quite Sagat Tier. 1050 hp for Dudley. Apparently his Light Punch Jet Uppercut, Hard Punch Jet Uppercut into Super hurts a lot, but only in the corner. And you can't hit confirm it.

El Fuerte:
Has 950 hit points now. Ultra 2 changes a lot of his game. Does about 500 damage, and startup is only about 3-4 frames. It moves forward quickly as well and it's a grab. Basically it punishes almost everything. They changed some of his priorities and hitboxes. His loop is much harder to do.

E. Honda:
Pretty much the same. EX-Headbutt has invulnerability now. Ultra 2 is a command grab, pretty damaging but works like a beefed up Oicho Throw. Hundred Hand Slaps can probably be FADC'd into Ultra. It's not a combo though, it's a 50-50 but because his dash is fast this can be really good.

Fei Long:
Pretty much the same. Chicken Wing (Flying Kick) has less priority, startup invulnerability and might be punishable. Because of the changes to the game he might fare better.

Gen:
Jump is less safe now, more floaty, similar to Ryu. Gen used to be able to abuse of his old jump arc against other characters like T. Hawk could.

Gouken:
Indications are he's more or less the same. His Ultra 2 is much better and can be comboed from a lot of moves, much better than Ultra 1 (like from Running Palms and EX-Hurricane Kick FADC).

Guile:
A lot of joking around about his sunglasses. It's useless and seems to be his only significant change. there seems to be some changes to his normals. Making SSFIV offensive and nerfing Sagat and Ryu will help him as well. More competitive. Sonic Hurricane can be used as anti air. His Ultra 1 has been improved too (they don't say how), Flash Kicks are improved, seem to have more range. His place in the tier list probably won't change much but he might go up a bit. Still destroys M. Bison for free.

Guy:
Lots of potential. Evades projectiles with shoulder charge. Ultra can be comboed into. Target combo juggles. Might be possible to FADC the last hit into Ultra. This hasn't been tested though. Hits pretty hard, has good wakeup options with his Hurricane Kick, it has good invulnerability on startup, he has good throws, good pressure and all around solid character with good mixups and dominates in the corner. He seems to have some really bad matchups though (not indicated which ones).

Hakan:
Is a love him or hate him character. Very peculiar fighter. Oil completely changes his game. His throws gain 3 times the range and his normals have stupid range with oil. If you can get into your opponent's mind he will devastate but will lose to rushdowns who keep him from oiling up. Can't compete against Ryu or Akuma. Probably mid tier. Like Blanka, if you don't know the match up he will destroy you but once you figure out it will be pretty even. His Ultra beats pretty much any move where you're considered airborne.

Ibuki:
Comparable to Street Fighter 4's Akuma. Seems to have vortex like Akuma. Good mixups on wakeup, does good stun. Can actually combo into her Ultra with Super Jump Canceling her target combos. She's more technical, like Viper, but can be really scary in the right hands. Seems like a cross between Viper and Akuma in that regard. She has 900 hit points overall so she will die quickly. This makes her one of the trickier characters to use. Top tier definitely. Juri is powerful but possibly boring to use. Ibuki is more complete and more fun to use.

Juri:
Seems to be very promising. Joking that the Custom Combo Ultra (Feng Shui Engine) basically makes her link all her normals into each other, kind of like Ryu in Street Fighter 4 but without requiring good timing. Spin Kick is excellent for pressure. Very complete, fairly powerful, and relatively simple character. Spin Kick is similar to Bison's Scissor Kick or Sagat's Tiger Knee in that it's fairly safe on block. Pretty powerful. Custom Combo, just screwing around they got a 390 damage combo, and still had bar remaining. So her Feng Shui Engine can be very powerful once its potential can be fully discovered. You can probably land a few of those combos per Ultra. Land a combo once, get a knock down, do a mix up and then land another combo for another 300 damage (more or less).

Ken:
His Ultra 2 goes through fireballs from mid screen. Air EX-Hurricane Kick can also help set up his Ultra 2. Focus Cancel EX-Fireball into Ultra 2 does about 450 damage, timing is strict and it uses 3 bars. Sweep is faster, not quite as good as Ryu's. Walk is very slightly faster. His Fireballs have same recovery but they move across the screen faster which means the Crouching Medium Kick into Fireball is more likely to combo. His Shoryukens have better priority. Mid tier most likely. Dash is slight faster. So is his Focus Attack. Apparently Capcom has a sense of humor. One of his win quotes says something like "You're as easy to read as a flowchart"

Makoto:
She has changed the most relative to her Street Fighter 3 Third Strike incarnation. She has lost options but she has better normals and seems to be more solid. She will take a while to get used to. She seems like she will be competitive. The Kara-Karakusa (Grab and Choke) is in the game. She is purely offensive, all or nothing character. She can now do a lot of her Kara mind games like in Third Strike. She can Kara-Karakusa from Hayate (Dash Punch) so the defender has to guess properly now instead of regaining momentum by default. In the right hands she can be really scary. She isn't top tier. Reversals being powerful in Street Fighter 4 kind of ruins her game relative to Third Strike but she still has potential.

M. Bison:
Significant improvements. Damage was nerfed a bit but nerfs all around to Sagat and Ryu help a lot and his Ultra 2 is great. Full screen. Looks like El Fuerte's but has different properties, it's faster, and actually useful. Can be done on reaction against fireballs and crosses up. Can be jumped out of however. It's not a throw, it's a hit (similar to his Head Stomp) so it can be blocked. This is especially good against Shotokan characters. Once he has Ultra it shuts down most fireball games and it hits hard enough to be scary. Psycho Crusher has a full body hitbox, it's much faster and it does more damage. Possibly might be higher ranked than Cody. Not top 5, but definitely going up in tiers.

Rose:
Has gotten better. Can combo into Soul Throw.

Rufus:
Damage is now much much more reasonable. Joking about how he isn't quite as brain dead as he was. EX-Snake Strike and EX-Messiah Kick have been scaled down considerably. Ultra damage nerfs have hit Rufus harder than others because of how he was played. His Ultra 2 doesn't seem that good, few setups. He's still high tier.

Ryu:
Basically the same. The major difference is the loss of a lot priority. Both Hard and Medium Punch Shoryukens do 2 hits and only first hit is Cancelable. Trade into ultra is still possible but only under certain cases. It's no longer free, but possible. Also can't Cancel into his Super as long as a Fireball is on screen so no more traps for characters neutral jumping fireballs (otherwise doesn't seem to change much). Damage is slightly nerfed but nothing really dramatic. There's a damage nerf across the board. Not as dramatic as Sagat. (Those who stayed the same are Honda, Balrog and Guile) Ryu remains top 5. Ultra 2 (Metsu Shoryuken) doesn't seem to be as good as Ultra 1 (Ultra Fireball). Its only use seems to be in relation to the discovered unblockable. Its use is more aesthetic than anything else. No real reason to use it considering how versatile Ultra 1 is.

Sagat:
Sagat has 1050 hp confirmed. Used to be make 2 mistakes against Sagat and you were dead. Now it's more even. Almost all the damage off of his moves has been considerably scaled back. Mid range Tiger Knee seems to take off 20 to 30 instead of 100. He's lost 50 hit points and he has had some of his tools taken away. In Street Fighter 4 he's got a huge hitbox, prone to crossups and he's slow. That hasn't changed. So those who will want to win with Sagat will have to earn it. He's still very competitive but you can't just eek out a win like you could in vanilla. He's lost his really abusive tactics. Basically noobs will cry a lot and those who know what they're doing will still do very well. Has a new evasion tool (angry scar). Has super properties: freezes time, ups the damage of his Tiger Uppercut to what it used to do, minus 10 damage points. Also changes some of the properties of the Tiger Uppercut, for example he can combo into some things which couldn't before. Most of his Kara moves seems to still be in. Can still land Standing Hard Kick, but it's dependent on how deep you trade (probably character dependent). Tiger Uppercut wasn't nerfed as much as Ryu's Shoryuken, at least if you do them from a crouching position. Shoryukens don't dominate as much. Overall Sagat won't change that much in terms of tiers. They've just been compressed somewhat. He will probably have at least one bad matchup. Ultra 2 seems to be only useful against projectile characters. You can throw it out on reaction against midscreen fireballs.

Sakura:
Has her Jumping Medium Kick cross up back. Can combo into Ultra. She's more aligned with her old self. However she won't improve much in terms of her tiers. She needed a lot more to compete and didn't get anything.

Seth:
Life is the same but since other characters do less damage he's in much better shape. Seth had a lot of really bad and a lot of good match ups. His Ultra 2 means that off his combos he can do a lot of damage and makes him much scarier. Command grab does more damage. He can land Ultra 2 from a lot of things, like where he used to follow up with his Chun-Li Kicks he can now use Ultra 2.

T. Hawk:
A joke about there being a pink Hawk. He has the biggest hitbox and most life in the game. 1150 hit points, hits like a mack truck. Can fly around the screen and has some ridiculously damaging combos. The command throw has some ridiculous range. Everybody had more or less dismissed Hawk as a joke character but based on tests it seems that he will have some really good and really bad match ups but overall pretty competitive. He has trouble getting around fireballs but against characters who have to get in, like Dudley, he is very scary. Jumping Light Punch and Standing Light Punch tick loops from Super Turbo are not possible. There's a whiff animation but it might be possible to option select, it's not clear yet. T. Hawk can be scary.

Vega:
Ultra 1 hits on the way up like EX-Wall Dive. Easily one of the best Ultras of the game. They say that making a mistake and you will eat the Ultra. 2nd Ultra is also pretty good. It has good range and priority. His normals seem to have better priority. His fake overhead in vanilla is now an actual overhead. Not very damaging but useful.

Zangief:
Life has gone down, Lariat is much easier to punish. Normals do less damage. Banishing Flat (Green Glove) does less damage. Ultra does less damage. Ultra 2 has some uses. He's still a dominating character however. His Lariat is still scary and his match ups probably won't change much, if at all. He won't kill you in a few hits now.

More general comments:

• Better stages. Africa is awesome, lots of things going around in the background. Great music. Seth's stage is really nice too, better music.

• You can now hear all the remixed classic themes but Capcom went about it in a half assed way. You you have to actually change icon and your title in order to hear the themes. Apparently there's no actual option to hear them. Correction: You use the default icons to enable the classic themes.

• Bonus rounds are useless. It's there to please noobs, but they're garbage.

• Discussion about how Capcom is trying to balance its two types of consumers, hardcore and casuals. Bonus rounds are a concession to the latter group.

• All characters are unblocked up front.

• Seems more competitive in general but certain things cater to noobs.

• Having a SFIV save unlocks the 11th color. You still apparently have to unlock others. They haven't seen it however.

• The intro and ending animations haven't really improved much. Joking about Hakan's story, apparently completely absurd.

• Time trial and Survival are gone. Challenge mode is a disappointment. Old character challenges are the same, or at least seem to be. Can be done in any order.

• SSFIV overall seems to be one of the most balanced games Capcom has made. Capcom's claims that everyone was going to be Sagat tier. Rather they brought down the top and compressed the tiers more.

• Things that used to be really abusive are more or less gone.

• New characters however do not seem to have been considered in the overall balance. They seem to do a lot of damage and have a lot of tools. Furthermore because they're so offensive they seem to mesh a lot more than the vanilla SF4 characters.

• Turtling won't dominate as much in Super. Still useful for certain characters but it's not the dominating tactic it was in vanilla.

• There seemed to be a lot of back on forth on the subject of Dudley. Some people were saying he was the new Sagat and others saying he wasn't quite that good and he's probably on par with Akuma. Either way Dudley is going to be very good

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Odp: Super Street Fighter IV
« Odpowiedź #199 dnia: Kwietnia 06, 2010, 12:39:06 pm »
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Full dev blog translation for 4/6

Hello everyone. This is Tsukamoto.

All around us, it looks like spring as the cherry blossoms are beginning to bloom. But with the heat generated from the National Tournament, it feels like we skipped spring and went straight to summer! I'm really grateful to those who participated. Thank you very much!

And we also had a huge announcement from producer Ono! SFIV arcade players, thanks for waiting! I was also a bit surprised, but I believe that the confirmation of an arcade release of SSFIV happened because you all poured out your hearts for it to Ono! That's really great! But it looks like we're gonna get busy again!

This week, continuing on from last week, together with the battle planners we'll be talking about the character adjustments for Guile, Dhalsim, Balrog, Vega, Sagat, and M.Bison.

-- Let's get right into it - please tell us about the adjustments for Guile.

Okada:
Since SFII, Guile has been a character who can't do his special moves instantly, but with plenty of good normal moves. Since we wanted to work on that area in S4, he's the only character in all of the game who we've made adjustments to his charging time, and we've also made some big revisions to his normal moves.

Sano:
We also worked on his offensive priority quite a bit.

Okada:
We've also changed the functionality of the Guile High Kick (DF+RH), which many people didn't quite know how to use. In IV we intended for it to be an anti-air for when Guile doesn't have charge, but in S4 we've added combo functionality to it.

-- Combo functionality...which means we can juggle after it?

Okada:
Yes. You can juggle after it with EX Flash Kick, etc, and you can use it in combos. We've also adjusted his Spinning Back Knuckle (backfist) so that you can combo it after a Sonic Boom. We've also made it so that his Reverse Spin Kick (Upside-down kick) makes low attacks miss more easily, and tried to make him more like his old self.

Tsukamoto:
We've also made some corrections to his combos.

Okada:
Yes, we have. The Guile players who gave it their all with his combos, they didn't really get enough reward for their efforts. That was the biggest thing about his combos, so in S4 we took that into consideration and we're adjusting the amount of damage his link combos do.

-- What about adjustments to his special moves?

Okada:
Guile is all about the Sonic Boom. But in IV, when getting into a fireball fight he ended up on the losing side. That's not really Guile. Even though SB is a charge move, he's supposed to be the one to win in a fireball fight. So in order to get closer to that idea, we've made some slight adjustments to the charge time for Sonic Boom to make it stronger.

-- What type of move is his new ultra, Sonic Hurricane?

Okada:
As the Sonic Hurricane is a move based on being grounded, you can use it to pressure your opponent, do chip damage, or just keep your opponent in front of you and stop them from moving. We've also made it so that it can be used in combos. So then because of that, it does a little less damage than his Somersault Explosion Ultra I. So if you want to take off big chunks of damage, use Somersault Explosion, but if you want an all-purpose attack plan with lots of variations, then you can use Sonic Hurricane.

-- Sounds like Guile's been buffed up.

Okada:
Yeah, I think he's risen up to the middle class at least. We've also given him a fun new move, so if you can use it when you have a chance I'd be happy about that.

Tsukamoto:
Ah, this was a bit of a secret topic during Hakan's reveal trailer. Guile's sunglasses.

Sano:
If you enter in the command, Guile puts on the sunglasses. Do it again, and he takes them off. ...And that's really all it does (laughs). We also wanted to make the sunglasses cancellable.

Okada:
Jump RH -> S.FP -> Sunglasses! (laughs) But this would just aggravate the player on the receiving end, so we gave up on it.

-- Next, tell us about Dhalsim's adjustments.

Okada:
The character who won the first national tournament. Dhalsim is a character where the players have found a lot of really interesting ways to use him, which surprised even us. But his overall damage output was kind of low, so the reward for reading your opponent wasn't that great. So if the player wasn't exceptionally skilled, there were many rough spots in using him. Although there was the thought that if we made him stronger in S4, those who were already good with him would just be even better, but as we wanted a wide range of Dhalsim players to be able to enjoy him more, we decided to give him some improvements.

Sano:
Isn't he the only character who hasn't has some kind of numerical reduction?

Okada:
Yeah, I think we talked about this the last time, but in order to increase the number of turns in a fight* we've reduced the damage output in general for all characters - all except for Dhalsim. His damage was low to begin with. Also, we've slightly increased his counter attacks. Since Dhalsim is a character who has difficult normals and trouble with footsies in close, we've improved his throw, and made his Drills better, which many people wanted. So for the Dhalsim players who felt like they lost once their opponent got in close, in S4 I think that will be a better fight for you.
(*Az: In the last blog they mentioned making the game so that if you read your opponent twice, you would probably win - they were adjusting S4 to increase this number, so "turns" probably refers to this.)

-- Many people wanted the his Yoga Fire to be sped up...

Okada:
We haven't changed the speed of Yoga Fire, but EX Yoga Fire now goes full-screen, so you can pressure people from areas you couldn't before now.

-- What type of move is his new ultra, Yoga Shangri-la?

Okada:
Yoga Shangri-la is a move that can be used during Dhalsim's unique jump arc. As its for grounded use, it won't throw an airborne opponent, but its really good when used with his teleport. To put it simply, Yoga Castastrophe is a move for starting an attack string, while Yoga Shangri-la is a move for ending one.

Sano:
The hitbox for Yoga Shangri-la is pretty big, and sort of similar to the headbutt Drill. So its difficult for an opponent to tell in an instant whether Yoga Shangri-la or Headbutt Drill is coming, and that adds some variation to his attack patterns.

-- Now then, please tell us about Balrog's adjustments.

Okada:
As Balrog was already a pretty strong character, I think he was pretty high up in the tiers in IV. So we wanted to keep his current playstyle intact, but make his freedom of use a bit better. Probably the biggest adjustment is that we've re-examined his input priority. In IV, his Dash Uppercut and Grand Dash Uppercut sometimes wouldn't come out, or would come out on their own, so we've adjusted this.

-- How about his new ultra, Dirty Bull?

Okada:
Dirty Bull is a throw type move that deals out massive stun. Balrog is a character who can make his opponents clam up and then deal out chip damage, or if he breaks their guard he can deal out big rushing damage. But if he has his opponent guarding, for the most part he can really only do chip damage. So now he has the Dirty Bull, which is another way of breaking his opponent's defenses. As was said before, the move does massive stun - so if you hit it after getting in a good rush attack, there's a high likelihood that your opponent will be stunned. For those looking to dish out big damage, you'll want to stick to Violent Buffalo, but if you want more ways to pressure your opponent, then I think Dirty Bull is a nice choice.

-- Now please tell us about Vega's adjustments.

Okada:
We've made Vega stronger! Probably the biggest thing is that we've given him more overheads. His Piece of Mercury (DF+MK) was a high attack, but in S4 it now hits overhead. Many people said it was hard to get knockdowns with Vega in IV, but with this attack hitting overhead now this should increase his attacking options. Also, we mentioned this before, but we've made his claw and mask more durable, so they don't come off so easily now. We're also adjusting his vitality even when he has the mask and claw, so I believe players will be able to use a stronger playstyle. We've also increased the invulnerability periods on all his special moves and made them stronger.

Sano:
To give some specific details, we've made his Scarlet Terror unthrowable, so it can be better used against Zangief's Screw Pile Driver. Also, his MP Rolling Crystal Flash will cause guard stun until the very end, so he doesn't have to worry about it being interrupted by an attack with invincibility, and can use it safely as a chip-damage move.

-- How about his ultras?

Okada:
First, we've vastly improved his Bloody High Claw. Now it hits on the way up, the same as his EX Flying Barcelona Attack, so there are more situations in which he can land it. Also, Splendid Claw reduces his hitbox and moves along very quickly. Bloody High Claw does good damage and is good for anti-air, while Splendid Claw is for grounded opponents. I think Splendid Claw is easier to use than Bloody High Claw, so that adds to his strength.

-- Many people feel that Vega isn't quite as agile as compared to his SFII version...?

Okada:
Really though, in IV Vega is one of the most agile characters in the game. It's just that he's tall and his legs have a particular movement to them, so if you look at the image it doesn't look like he's moving much at all.

-- There were also a lot of opinions that his claw throw-away move came out too easily.

Sano:
We have taken another look at the inputs for that. Except for those who do a lot of inputs from crouching position, it shouldn't really come out on its own anymore.

-- Well then, now tell us about the adjustments to Sagat.

Okada:
Sagat was well known as a strong character, and we on the dev team felt so as well. This time around, we wanted to retain what he could do, so we went with reducing his damage output. Using the moves and combos he often utilized as a reference, we adjusted his attack power, and we also took another look at his jumping strong punch, which people felt was lopsidedly strong. Of course, you have to read your opponents movements in order to be able to hit them, but as his combo window for attacks was on the long side, we adjusted that as well.

Sano:
Basically, the situations where he can just throw something out and it will be okay - those have been reduced.

Okada:
Yes. If you look at him as a whole, the nerfed parts sort of stand out. But we thought that just nerfing him was kind of sad, so we've given him a new move. The "Angry Charge" uses up meter, but affects the functionality of his Tiger Uppercut. If Sagat hits Tiger Uppercut during Angry Charge, it does more damage, and it increases your chances of beating your opponent with an air combo. So this is something you should try to do when you have meter.

-- Sagat was called the strongest in IV - what do you think his position is in S4?

Okada:
Now, I feel like he's either 1st or 2nd. Its not that his position has changed, but our adjustments have allowed for the other characters to close the gap on him. So its not that we've just made him weaker, but we've made the other characters more competitive with him.

Sano:
So for the players who used Sagat before, instead of thinking that they won based on the character's ability, now they can think that Sagat is strong because the player is strong.

-- What type of move is his new ultra, Tiger Cannon?

Okada:
In contrast to Tiger Destruction, which moves him forward, Tiger Cannon is a powered-up version of his Tiger Shot. As Ryu is his rival in the story, we also figured that Tiger Cannon would be a nice accompaniment to Ryu's Metsu Hadouken. It doesn't have the destructive power of Tiger Destruction, but its a projectile move that can be used regardless of where the opponent is on screen, and I think it will be nice for those who want to improve their footsie game.

-- And finally, tell us about the improvements to Bison.

Okada:
I think there are a lot of skilled Bison players in IV, but Bison didn't really have a good go-to move. Bison's signature move is his Psycho Crusher, so for our adjustments we took another look at his usage of it.

-- The usage of Psycho Crusher?

Okada:
We've increased the functionality of Psycho Crusher to bring back the "Psycho Tail" image from back in the day. In the past, it would do chip damage even after he passed through the opponent, and trip people up, so we've made adjustments to bring that back. It was often said that the Psycho Crusher was useless in IV, but now you can use it on wakeup to give Bison an advantage.

-- Are there any other areas that have been changed?

Okada:
We've improved the EX Psycho Crusher's ability to negate fireballs. So now he can nullify a fireball and keep on with his attack.

-- What kind of move is his new ultra, Psycho Punisher?

Okada:
His ultra in IV, Nightmare Booster, was mainly meant for in-combos, and has high damage output. So his new ultra, Psycho Punisher, is a move to help Bison against projectile characters. He flies in a parabola, so in those times when projectile characters are zoning him out now he can use this ultra. Also, the biggest feature of Psycho Punisher is that its a command move. So you can use it without having to store a charge.

-- Do you have a message to everyone looking forward to playing the game?

Okada:
Of the characters we talked about this time around, I believe people were the most concerned about Vega and Sagat. We've improved Vega so that he finally feels like one of the strong four bosses (Four Kings ie the WW bosses), so to all the people who have stuck with Vega I really want to say thank you. As for Sagat, as Ryu's rival I don't think his position as changed, but he has a lot more openings than he did in IV. So for people fighting against Sagat, be sure to take advantage of those openings and take the fight to him, and I think it'll be a good match. For Sagat players, you may feel that he's really been nerfed, but he's got a new move, and his position as The King (or, the emperor) hasn't really changed, so please enjoy him in this game as well.

Tsukamoto:
Well everyone, did you enjoy today's entry? Sorry to those whose characters we haven't talked about yet. Please wait just a little while longer! Next time we'll be talking about the adjustments for El Fuerte, C.Viper, Abel, Rufus, Seth, Akuma, and Gouken.

See you next week!



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